Release: dod_bayeux_b1
TheSurgeon
02-18-2005, 04:19 PM
this is the first beta release of the map i posted screens of here (http://www.dayofdefeat.net/forums/showthread.php?threadid=45624) a few weeks ago. the map only took about 2 weeks to make but i just never got round to finishing off the last few things and releasing it.
anyway, here's some screenshots from the last compile (loads more in the link at the top aswell from earlier on aswell). i'd have put more info their aswell as a link to the map but dreamweaver isn't working for some reason
http://www.edwards124.pwp.blueyonder.co.uk/dod_bayeux_b1.html
here's a dl link:
http://www.edwards124.pwp.blueyonder.co.uk/dod_bayeux_b1.zip
and this is the readme file with info on the map and other stuff:
June 28th 1944, Normandy
British troops moved towards Bayeux from Gold Beach on D-Day
to capture the city. In 1944, the troops found arrived to zero
resistance. In this map, the defending troops stayed to fight
off the British.
The wehrmacht troops have been help up in the city for 3 weeks.
The British, after being joined by American troops from Omaha,
have launched an offensive to retake the city. It's the Germans'
last chance to break out.
Objectives:
- Capture all 7 flags to capture the city
Notes:
- The middle courtyard walls can be blown up with a bazooka to
open another route to the middle flag
the only bug i know of so far is that 2 of the cars, 2 trees and some sandbags look almost completely black. i've tried changing the sun direction, but it just makes other things appear that way. changing other light settings changes nothing, and i don't know what else to do to fix it.
any other bugs/comments etc, you can post here or email me here (me004e4180@blueyonder.co.uk) or here (iownabicycle@hotmail.com)
and some screenshots for those who are too lazy to click the link:
http://img110.exs.cx/img110/5792/bayeuxb100032gu.jpg
http://img110.exs.cx/img110/4412/bayeuxb100098cf.jpg
http://img110.exs.cx/img110/787/bayeuxb100122zi.jpg
http://img110.exs.cx/img110/97/bayeuxb100213do.jpg
travis
02-18-2005, 07:42 PM
looks nice, gonna go have a run on it soon, btw brits kill any map. amers all the way.
Colonel Forbin
02-19-2005, 08:56 PM
Looks decent, but there are a few things you'll want to fix for _b2:
1. some models come up as black, I don't remember why that happens, but there's one car and one sandbag model that show up like that for me
2. you use yellow textures all over the place instead of null. I think this is causing texture fighting 'cause I randomly see yellow lines once and a while. All the yellow is outside of the map, so you might as well null it out.
3. it's a big lienar and open, which means that you'll have these switch-like stalemates where both teams try to campe the one route and will end up having to run for hours just to hit a chokepoint. You might want to consider adding a few more flanking routes to counter-act this, 'cause right now your map is more linear than zaphod, switch, heatau and all those other fun maps.
(4THIDUSA) SSG
02-19-2005, 10:28 PM
Originally posted by Colonel Forbin
Looks decent, but there are a few things you'll want to fix for _b2:
1. some models come up as black
You have the center of the model in the world brush, the X is the center move it 1 unit above the world brush
(4THIDUSA) SSG
02-20-2005, 12:07 AM
ok, played about a bit, you do need to move the two car models, the one sandbag and the flag at the axis spawn 1 unit above the ground as they are all below the center of the model.
I fixed some stuff, I like my verison better
http://www.4thidusa.com/pics/bayeux_am.gif
kleinluka
02-20-2005, 12:07 AM
looks alrite....some nice architecture, but the lighting is a bore.
Ginger Lord
02-20-2005, 04:49 AM
Originally posted by RaNd0M
btw brits kill any map. amers all the way.
True for CTF. but in obj/assault maps the brits work well, especially Density where they are assaulting. They are an equal match for the Germans and a lack of a MG is no problem as they do not need to defend.
Originally posted by kleinluka
looks alrite....some nice architecture, but the lighting is a bore.
Agreed, lighting makes or breaks a map and this...is boring and unimaginative
[SoS]Schlex
02-20-2005, 06:34 AM
wow , looks very fine ...
i will add it to my news ...
TheSurgeon
02-20-2005, 03:39 PM
Originally posted by Colonel Forbin
2. you use yellow textures all over the place instead of null. I think this is causing texture fighting 'cause I randomly see yellow lines once and a while. All the yellow is outside of the map, so you might as well null it out.
3. it's a big lienar and open, which means that you'll have these switch-like stalemates where both teams try to campe the one route and will end up having to run for hours just to hit a chokepoint. You might want to consider adding a few more flanking routes to counter-act this, 'cause right now your map is more linear than zaphod, switch, heatau and all those other fun maps.
the texture i used was null. i used the black one with a blue N on in the editor, aswell as the black and yellow striped one, but both showed up yellow ingame. i replaced a lot of it with a concrete texture scaled to 300x300 after to solve a max patches error, and i can't see any yellow anywhere. i'll just replace the rest of the null texture with that, aslong as it keeps the same scaling that i've already given it.
as for the flanks, there are other ways around. you can go through the building behind the middle flag, to get from each team's 3rd flag to the other, aswell as being able to get to the middle flag by destroying the wall with a rocket launcher. there's the flank on each side with the flag (the river and field area), aswell as a route through the houses along each 1st-2nd flag street.
http://img236.exs.cx/img236/4291/flanks9uk.jpg
for the models, i have moved them to see if that fixes the problem. but some of them, like the trees, as just floating in the air. some of the parts of the model cut through brushes, but the origin is just in midair.
as for the lighting, i've used different settings, and changed it a lot. every single time in the preview thread, people just kept saying the lighting looks boring. i copied the jagd and flash settings exactly for 2 compiles. there's shadows, and light areas, i don't know what exactly i'm supposed to do to improve it when to me it looks no different from any other maps. and 'the light is boring' is of no help at all. at least say what's wrong with it or how to change it instead of telling me it's boring.
as for the brits, the brits took bayeux on june 7th before the US troops hardly got inland. it probably would play better with americans though, and i might add them but i've only played this with 2 other people, i don't know what it's like with any more. plus this was meant to be a dod:s map, i was just making a basic layout with one texture for the walls, rooves and ground. i wanted to know how the flags and everything worked, and to make sure it took the same time to get to them all, which i couldn't have done in source, but it ended up being more than that. but anyway, in source, the brits might get more weapons or something, so for source i'll probably change it back to brits anyway.
st0lve
02-20-2005, 04:45 PM
only thing I don't really like is the mix of cartooney textures and photo realistics.
since blazeeer got his own special style so it doesn't really fit with other "non-blazeeer" textures...
and what klein said.
[CS] Jedi
02-20-2005, 10:37 PM
I really like the map - we run it on both our servers. Yeah - the lighting (or whatever is to blame) is weird in some spots (models and flags are completely shadowed). But nonetheless - I love the layout. Routing through the buildings or the street make it perfect.
On the Brits - PLEASE leave them in. There aren't enough quality custom maps out there for the Brits (besides Density). We had a full 24 slot server and NO ONE was complaining about the Brits. You don't need a .30 MG to win this map.
My only suggestion would be - consider adding an advancing spawn. That was the only complaint I heard. If the battle is near the enemy flags 1-3, then it takes quite a while to get there from spawn. Maybe respawn in the flag 2 or flag 3 area?
Anyway - thanks for your hardwork and for providing another quality Brit map.
Anzio_master
02-23-2005, 08:38 AM
well i cant say its bad cuz i dont even know how to make maps..
when i see these i always think wow..how do you do it and how long does it take
i just think how do you find this stuff like buildings and bridges and do you like move stuff into place on a screen and then like switch camera to move around a corner and start another area
:?:confused:
i am not asking for help or anything.
i just wanted to say how hard it looks
$hock3r
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